This paper presents an efficient and robust automatic process for large-scale sports video analysis. The proposed system firstly identifies the genre of the query video, and then accomplishes the interesting event det...
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This paper presents a framework with two automatic tasks targeting large-scale and low quality sports video archives collected from online video streams. The framework is based on the bag of visual-words model using s...
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ISBN:
(纸本)9781605586083
This paper presents a framework with two automatic tasks targeting large-scale and low quality sports video archives collected from online video streams. The framework is based on the bag of visual-words model using speeded-up robust features (SURF). The first task is sports genre categorization based on hierarchical structure. Following on the second task which is based on automatically obtained genre, views are classified using support vector machines (SVMs). As a consequence, the views classification result can be used in video parsing and highlight extraction. As compared with state-of-the-art methods, our approach is fully automatic as well as domain knowledge free and thus provides a better extensibility. Furthermore, our dataset consists of 14 sport genres with 6850 minutes in total. Both sport genre categorization and view type classification have more than 80% accuracy rates, which validate this framework's robustness and potential in web-based applications. Copyright 2009 ACM.
Knowledge engineering stems from E. A. Figenbaum's proposal in 1977, but it will enter a new decade with the new challenges. This paper first summarizes three knowledge engineering experiments we have undertaken to s...
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Knowledge engineering stems from E. A. Figenbaum's proposal in 1977, but it will enter a new decade with the new challenges. This paper first summarizes three knowledge engineering experiments we have undertaken to show possibility of separating knowledge development from intelligent software development. We call it the ICAX mode of intelligent application software generation. The key of this mode is to generate knowledge base, which is the source of intelligence of ICAX software, independently and parallel to intelligent software development. That gives birth to a new and more general concept "knowware". Knowware is a commercialized knowledge module with documentation and intellectual property, which is computer operable, but free of any built-in control mechanism, meeting some industrial standards and embeddable in software/hardware. The process of development, application and management of knowware is called knowware engineering. Two different knowware life cycle models are discussed: the furnace model and the crystallization model. Knowledge middleware is a class of software functioning in all aspects of knowware life cycle models. Finally, this paper also presents some examples of building knowware in the domain of information system engineering.
This paper quantitatively describes and discusses the usefulness of texture analysis methods for the recognition of bark Comparative studies of bark texture feature extraction are performed for the four texture analys...
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ISBN:
(纸本)0780386884
This paper quantitatively describes and discusses the usefulness of texture analysis methods for the recognition of bark Comparative studies of bark texture feature extraction are performed for the four texture analysis methods such as the gray level Run-Length method (RLM), Co-occurrence Matrices method (COMM) and Histogram method (HM) as well as Auto-Correlation method (ACM). Specifically, we use three classifiers of Nearest Neighbor (1-NN), k-Nearest Neighbor (k-NN) and Moving Median Centers (MMC) Hypersphere classifiers to verify the validity of the extracted bark texture features. To gain good result we added the color information that proved very efficient. Moreover, the experimental results also demonstrate that from the viewpoint of the recognition accuracy and computational complexify, the COMM method is superior to the other three methods.
The recognition of tens of thousands kinds of plants on earth is an important and difficult task. If we use nearest neighbour classifier to solve it, millions of training data are needed to obtain a high correct recog...
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ISBN:
(纸本)0780386884
The recognition of tens of thousands kinds of plants on earth is an important and difficult task. If we use nearest neighbour classifier to solve it, millions of training data are needed to obtain a high correct recognition rate. However, the corresponding classification process would be quite time-consuming. In this paper, we propose a new approach using Moving Median Centers Hypersphere technique to recognize different plant leaves. With this new method, we can successfully decrease the classification time, and reduce the storage size without sacrificing the classification accuracy. The experimental results using real data show that this method is really efficient and effective in classifying the different plant leaves.
Behaviour is a reflection of a reasoning process that must deal with constraints imposed by an external environment, internal knowledge and physical structure. This paper proposes a framework for behavioural animation...
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Behaviour is a reflection of a reasoning process that must deal with constraints imposed by an external environment, internal knowledge and physical structure. This paper proposes a framework for behavioural animation that is based on the next generation of object-oriented, constraint-based expert systems technology, and applies a control structure of knowledge agents and knowledge units to determine the behaviour of objects to be animated. Knowledge agents are responsible for planning, plan implementation and information extraction from the environment. The activity of an agent is dependent on the knowledge units ascribed to them by the animator. The interaction between agents and knowledge units is resolved by the reasoning engine, and thus, influences the eventual motion displayed. An example given in NSAIL, a pilot implementation using the model-based ECHIDNA constraint logic programming shell. With this approach, the motion for a sailing scenario and other behavioural domains can be specified at a high level through the characterization of the knowledge agents.
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